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-   -   The Book of Izumi Samurai (https://www.heroscapers.com/community/showthread.php?t=8397)

dnutt99 May 7th, 2007 09:34 PM

The Book of Izumi Samurai
 
The Book of Izumi Samurai
Rise of the Valkyrie - Master Set

http://www.heroscapers.com/oldgaller...07/samurai.jpg
If you cannot see the Army Card graphic, check Hasbro's Unit Page for stats and special powers, plus "character biography" and other non-game unit info.

Character Bio: Inscrutable, unpredictable and dangerous: there are no better words to describe the Izumi Samurai warriors. This precision-trained squad puts honor and ethics above all virtues; yet they are highly secretive, and will shift their allegiance if the cause inspires them. Any warrior brave enough to attack an Izumi Samurai must plan carefully and make no mistakes. The Izumi are artful masters of the riposte: the lightning-quick, deadly-accurate counterstrike. (Hasbro)

_________________________________________________________________
-Rulings and Clarifications-
  • - COUNTERSTRIKE : Who is affected by counterstrike
    Does Counter Strike work against other characters that have Counter Strike?
    Yes, the only time the Izumi's Counter Strike is negated is against other Samurai. All other figures that have counterstrike can still be affected by it unless otherwise stated on their card. (Hasbro FAQ)
_________________________________________________________________
-Combinations and Synergies-

Synergy Benefits Received
  • - HATAMOTO TARO : Heroic Defense Aura
    As Samurai, Izumi Samurai may benefit from Hatamoto Taro’s HEROIC DEFENSE AURA

    - KATO KATSURO : Kato Katsuro's Command
    As a Samurai Squad, the Izumi Samurai may benefit from Kato Katsuro's KATO KATSURO'S COMMAND activation synergy.

Synergy Benefits Offered
  • - SACRED BAND : Disciplined Army Defense Bonus
    Having a Disciplined personality, Izumi Samurai may aid the Sacred Band with their DISCIPLINED ARMY
    DEFENSE BONUS
    *NOTE: See The Book of Sacred Band for proper application.
C3V and SoV Custom Synergies
Spoiler Alert!

_________________________________________________________________
-Strategy, Tactics and Tips-

Strategy Notes:
  • - Someone once said, "Nothing says retreat like an approaching Izumi Samurai". They were right. The Samurai are a powerful squad that is best used either on the front line, or defending a hill or home base. The Samurai don't seem like much when you look at their base powers. They only have an attack of 2 with a range of 1, but their power comes from their defense of 5 with Counter Strike. Only a few characters in the game can attack with more than 5 dice (without any enhancements), so having their Counter Strike ability is a deadly combination especially when using height. (Hasbro FAQ)

    - If you use the Izumi Samurai on the front line, engage an enemy, and then allow them to swing away while the ranged figures in your army back up the Samurai. If you have to protect someone or something (e.g., the Scenario "A Desperate Rescue Attempt" from your Master Game Scenario Guide), surround them with Izumi and let the enemy come close. Once they are engaged, start firing away with everything you have. They will be forced to keep attacking the Samurai and on the off chance that they can kill one, use your next turn to shift the other 2 over and keep your web of protection. Make sure they have backup though. They won't last forever all alone! (Hasbro FAQ)

Who is affected by the Izumi Samurai's Special Powers?
  • - Counter Strike: Any adjacent attacking (Non-Samurai) figure. (Hasbro FAQ)

Who else could I draft with the Izumi Samurai?
  • - Raelin the Kyrie Warrior
    Raelin is almost adding insult to injury with the Samurai. Their Counterstrike ability is deadly enough with 5 defense dice,
    when you add Raelin's defense aura, it becomes downright nasty. Be careful with this combination however. Your opponent
    will likely target Raelin first, and attempt to pick both her and the Samurai off with ranged figures. (Hasbro FAQ)

    - Venoc Vipers
    The Venoc Vipers are very useful when using them with the Samurai. Not only do their combined point costs round off to an even 100, but they are excellent at running ahead and engaging enemies. They can normally hold figures off long enough for the Samurai to get adjacent to them. Once that happens, they are locked down till the inevitable end.
    (Hasbro FAQ)

Who do the Izumi Samurai work well against?
  • - Melee Figures
    Any figures with a range of 1 that must get adjacent to attack another figure is subject to their Counter Strike ability. If they don't have any ranged support, they will be forced to attack the Samurai and thus be destroyed. (Hasbro FAQ)

    - Minions of Utgar
    Aha, we finally have found the weakness of the Minions of Utgar! The Minions defend with 6 dice, so they are even harder to kill than the Izumi Samurai. However, they also only attack with 2 dice. Even with their Deadly Strike ability, the Samurai will have a good chance at rolling more shields and using Counter Strike to do all the damage they need!
    (Hasbro FAQ)

_________________________________________________________________
-Heroscapers Community Contributions-

Power Rankings

Jexik: Izumi Samurai- The Izumi remain good blocker units. B

OEAO: B

Cleon: Tier 5 (138/208)

dok (VC inclusive): B


Master Index
Quote:

Originally Posted by MKSentinel

Unit Strategy Review

Aranas May 9th, 2007 01:10 PM

Two things to remember about Counter Strike:
- Trigered only by Normal attacks.
- Works only against adjacent attakers (unless otherwise stated on their card).


Aranas

Matthias Maccabeus May 9th, 2007 01:16 PM

Probably the best 60 points in the game.

kalfalnal July 13th, 2007 06:01 PM

When defending with a unit that has counterstrike, such as the Izumi, do you still get to roll defense if the attacker doesn't roll any skulls?

The Super Atheist July 13th, 2007 06:12 PM

Quote:

Originally Posted by kalfalnal
When defending with a unit that has counterstrike, such as the Izumi, do you still get to roll defense if the attacker doesn't roll any skulls?

yes

The Super Atheist July 13th, 2007 06:35 PM

This is not a squad we generally pick in our games. We usually pick 2 squads of DeathReavers as blockers.

kalfalnal July 13th, 2007 08:53 PM

Just what I'd expect an atheist to pick!

Thanks for the answers guys, thats how I was playing it. I just hadn't seen anything that specifically said it was so.

scorpiusx July 14th, 2007 04:18 PM

Izumi, the original masters of the counterstrike. 8).

Billtog July 15th, 2007 12:35 AM

Deathreavers and Izumi Samurai have similar purposes, but there are differences. If someone attacks your Deathreavers, they have to deal with scatter. If someone attacks your samurai, they have to deal with counterstrike. Sometimes you'll need one more than the other, plus samurai are way cooler.

willwall54022 October 24th, 2007 05:26 PM

Quote:

Originally Posted by Matthias Maccabeus
Probably the best 60 points in the game.

Nah DED totally

marro_master October 25th, 2007 03:25 PM

Quote:

Originally Posted by willwall54022
Quote:

Originally Posted by Matthias Maccabeus
Probably the best 60 points in the game.

Nah DED totally

STINGERS!!! i never liked the whole samurai thing and yeah ded is ok but you get within range he's gone. stingers however are great, good attack and range, and you can increase that good attack.

kr-zeronos February 5th, 2008 02:20 AM

I have a question on the counterstrike ability.

What if your attacking opponent rolls shields and/or blanks, and you roll 3 (for example) shields?

Does that mean your opponent gets 3 damage?


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